ba3.11 with 2048kbsha1:4c8f5d926ae2bec8fcb70692125b9e1c863166c6 crc:9ce75afcea-ic1.bin with 4096kbsha1:a8e3a0886ea5dc8e70aa280b4cef5fb26ca0e125 crc:bbbb3fbaea-ic2.bin with 4096kbsha1:0ba292ac34dbf779a929db6358cd842d38077b3d crc:639cc2fdea-ic3.bin with 4096kbsha1:f1a18c09e31edb4ec3ad7ab853f425383ca22314 crc:61317eeaea-ic4.bin with 4096kbsha1:0767701213920d30d5a3a226b25cfbbd3f24437a crc:55446482ea-ic5.bin with 4096kbsha1:fe116c53a7e8ac523a17249a56df9f40b503b30d crc:77895c0fea-ic54.bin with 4096kbsha1:711a9447d30b35bc38e149e0cf6e835ff06efd54 crc:f4647b4fea-ic55.bin with 4096kbsha1:8fff75a354ee7589bd0ffe8b0271fd9111b2b241 crc:1cabda08ea-ic6.bin with 4096kbsha1:646491c1d28904d9e662b1bff554bb74ec47708d crc:9a1b6901ea-ic64.bin with 4096kbsha1:163daa07b6d45469f18e4f4a1904b60a890c8699 crc:8913b293ea-ic65.bin with 4096kbsha1:a7657d3d661421d1fca3b04e4025725272b77203 crc:c10691d7ea-ic66.bin with 4096kbsha1:50888975e698c4d2a124e5731d0922df43eb01ef crc:e22fe57eea-ic67.bin with 4096kbsha1:11b68b89ab0f580bfe88047e59bd9bba237a2eb4 crc:46f52646ea-ic68.bin with 4096kbsha1:b72fea84f8322463ff224e3b06698a1ed7e305b7 crc:13702e39ea-ic69.bin with 4096kbsha1:764e3b3a34bf0ec849d58023f710e5b0a0d0ccb5 crc:24e277efea-ic7.bin with 4096kbsha1:30bca7f5214bf424aa10184094947496f054ddf4 crc:839112ecea-ic70.bin with 4096kbsha1:abb916d675ee85032697d656121d4f525202cab3 crc:6d5f57cbea-ic71.bin with 4096kbsha1:9970fba3afeaaaa7fd217f0704fb9df9cf13cf65 crc:f0a769a1ea-ic8.bin with 4096kbsha1:4d0d9ab0c9d8d758e121f2bcfc6422ffadf2d760 crc:db7ff692eb16.22 with 256kbsha1:d233f1bf8a3e6cd876853ffd721b9b64c61c9047 crc:b833b5ea

Agent 17 (code name 'Otto') is to secure the top secret documents from the security building. The enemy spies are in pursuit and their orders are to stop him at any cost. Having made it to the top of a 30 story building, Agent 17 has to make his way down to the basement to get to the getaway car and save the documents. Enemy spies are everywhere and the documents are hidden behind the red doors (bonus points awarded). He has to open the door and keep moving. If either of them shoots the lights out there will be a temporary blackout. If Otto finds himself on top of the elevator the player will not be able to control the elevator. If he gets caught in the elevator he is a sitting duck and cannot duck the bullets. By using the escalator he can reach the basement quicker. Otto can defeat his enemy by jump kicking or firing at them. Help Otto to grab all the documents and escape the spies.

- TECHNICAL -

Elevator Action was available in 2 different arcade formats, a cocktail table and an upright dedicated cabinet. Both versions used the same internal hardware though.

* The upright version came in the standard 'Taito Classic' cabinet, which was the same one used for Jungle Hunt, Zoo Keeper, Alpine Ski, and many others. These cabinets normally did not have side art that advertised the name of the game, instead they had a painted design of lines and shapes, along with a Taito logo. Different titles had different designs and color schemes, although they have been known to ship games in the wrong cabinets. But lets get back on track here. Elevator Action should come in a brown cabinet with a Taito logo up near the top. The marquee shows a scene of Agent 17 waiting for an elevator while an enemy agent shoots at him. While the monitor bezel shows agents on either side, has game instructions at the bottom, and shows an elevator floor display at the top. This bezel artwork is silk screened on glass, and is prone to peeling, be very careful if you have to handle one of these. The control panel has a single 4-Way ball-top joystick mounted centrally, with jump and fire buttons located to either side.
Internally the machine uses a 19 inches open frame monitor mounted horizontally, and a set of game boards that conform to the 'Taito Classic' wiring standard. Many other early Taito games (such as "Jungle Hunt" and "Bubble Bobble") will plug directly into this cabinet without modification.

* The cocktail version came in a table similar in design to the one used for Space Invaders and Carnival. It was not decorated except for a pair of instruction cards underneath the glass. Most Japanese game makers purchased their tables from the same few manufacturers, and were quite likely to change the exact model of cocktail that they shipped in mid production. So assume any Elevator Action cocktail is original unless it is obviously converted from another title.

Runs on the "Taito SJ System" hardware.
Prom Stickers : BA3 / EA

Players: 2
Control: 4-way joystick
Buttons: 2 (FIRE, JUMP)

- TRIVIA -

Elevator Action was released in July 1983.

G. Ben Carter, Jr. holds official the record for this game with 143,450 points.

The bonus is 1,000 points x the level you are on. After 10th level, you will get 10,000 points per level completed.

- TIPS AND TRICKS -

* When you start the game, a quick animation will show a hook with a line connecting to the top of the elevator. Then your character will slide down the line to the roof. Then he will enter the building, in the elevator, at the 30th floor. It is now up to you to get all the secrets and make it to your car. The first thing you must know, obviously, is how to eliminate the enemy agents that are after you. There are a few ways you can do this :
1) Just shoot them. Of course, especially in the later levels, enemy agents make themselves an impossible target by lying down. You can only take them out by riding an elevator down.
2) Jumping on them will take care of them. In addition, you may avoid some of their fire.
3) On the non-dark floors, shoot the light down on top of an enemy agent. You must do this from the elevator. This also has the added effect of causing temporary darkness in the building, making enemy agents harder to see.
4) Crush an enemy agent using the elevator. This is hard to do since they move around. You may get lucky, however, and get one under or on top of the elevator you are on.
5) This way is pretty hard. You might be able to get an enemy agent to follow you and fall down the hole created by the missing elevator.

* You must know how to use the escalators and open the red doors :
1) To use the escalators, just stand on the little rectangle. Then push the joystick UP or DOWN depending on which direction you need the escalator to take you.
2) To open the red doors, stand on the little rectangle. Face the doorknob and press RIGHT on the joystick.

* You have full control over any elevator you enter. This means you can move UP and DOWN on a dime to keep your character safe. This works until the alarm goes off.

* Speaking of elevators, your character cannot duck while in an elevator. Also, while riding the escalators, your character cannot duck, jump, or fire his weapon.

* Also on elevators, you do not have control when you are riding on top of them. This means you are at the mercy of the elevator or the enemy agent controlling it. Be very careful if you ride on top of the elevator. You also cannot go past the bar on the top of the elevator.

* Enemy agents usually come out of the doors on the current floor or the floor above and below. A lot of times it is good to lay a wall of fire down a hallway. This way, you can pick off any enemy agents that happen to come out of one of the doors.

* When you enter through one of the red doors, the enemy agents will lose track of your character but will have a general idea of where your character is. When you exit the room, crouch and lay down fire both left and right to clear off the floor.

* As the levels progress, the enemy agents get better at their tactics. They start to crouch more to mess up your fire. They also may lay down which makes it impossible to hit them unless you are on an elevator and can shoot along the floor.

* As you move up in levels, there will be red doors in odd areas. Areas such as on the lower five floors where only elevators can take you across. Of course, if you get good with the jump button, you can jump those gaps to get to either side quicker. The downside is that enemy agents will usually flood the area and lay down a lot of fire.

* If you happen to get to the B1 floor and you have forgotten to get a red door, the game will automatically put your agent at the door you missed. If it is multiple doors, then you will be placed at the highest floor first.

* There is an internal time limit on how long you can take to get everything out of the building. If you take too much time, an alarm sounds and the following things occur :
a) Although you still have control over the elevators, it is much harder to get them to respond to your commands. If you are in a tight situation that requires a little bit of time, don't wait till the last minute or you may be an ex-agent.
b) The enemy agents move much quicker and their shots move faster. Plus, additional enemy agents will start appearing to really make your life miserable.
c) If your character happens to die, the next man will still be facing the same alarm situation. The only way to resolve the situation is to get all of the secrets and make it out of the building.

* Watch out for the double elevator. If you are in the top car, it will stop two floors short of the bottom since there is a one floor gap, and the bottom car. Try to always get into the bottom car of a double elevator so that you can make a hasty exit and not be trapped with enemy agents firing on you.